RE: Actor-X
| Date : Mon, 4 Dec 2006 13:20:24 -0400 |
| To : <XSI(at)Softimage.COM> |
| From : "carl" <carl(at)measurand.com> |
| Subject : RE: Actor-X |
|
Thanks for keeping us in the loop Carl -----Original Message----- Just for reference to anyone out
there in the Games Industry. I have spoken with Dave at Epic and here is the
reply, "Hey Wayne, Thanks for your message. The behaviour we are
speaking of is the Max Actor X exporter can take a mesh, like a vehicle that
doesnt deform, and using the link hierarchy from Max, build a weighted rig upon
import into the Unreal 3 editor. With both Maya and XSI you must do this all by
hand before you can even export and it kills the workflow when you have to go
and fix/append things to the vehicle later on, not to mention if you have 20 or
so vehicles to work with. Hopefully there will be an updated version of XSI's
Actor X exporter soon! Cheers. -Wayne |
- References:
- Actor-X
- From: "Wayne Williams" <wayne(at)tripwireinteractive.com>
- Actor-X
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